VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Selection/Hands/HandPinchOffset.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

231 lines
7.8 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.GrabAPI;
using Oculus.Interaction.Input;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
/// <summary>
/// Standalone MonoBehaviour representation of a pinch offset for a specific <see cref="IHand"/>. Though not deprecated, this is
/// considered a legacy type and should not be used in new code without careful consideration.
/// </summary>
public class HandPinchOffset : MonoBehaviour
{
[SerializeField, Interface(typeof(IHand))]
private UnityEngine.Object _hand;
/// <summary>
/// The <see cref="IHand"/> to which this joint belongs. This property is populated during MonoBehaviour start-up with the
/// value of the `_hand` field, which is set through the Unity Editor.
/// </summary>
public IHand Hand { get; private set; }
[SerializeField]
private HandGrabAPI _handGrabApi;
[SerializeField, Optional]
private Collider _collider = null;
#region OVR Fields
[SerializeField]
[InspectorName("Offset")]
private Vector3 _localPositionOffset;
[SerializeField]
[InspectorName("Rotation")]
private Quaternion _rotationOffset = Quaternion.identity;
#endregion OVR Fields
#region OpenXR Fields
[SerializeField]
[InspectorName("Offset")]
private Vector3 _posOffset;
[SerializeField]
[InspectorName("Rotation")]
private Quaternion _rotOffset = Quaternion.identity;
#endregion OpenXR Fields
[SerializeField]
[Tooltip("When the attached hand's handedness is set to Left, this property will mirror the offsets. " +
"This allows for offset values to be set in Right hand coordinates for both Left and Right hands.")]
private bool _mirrorOffsetsForLeftHand = true;
#region Properties
/// <summary>
/// When the attached <see cref="IHand"/>'s handedness is set to Left, this property will mirror the offsets.
/// This allows for offset values to be set in Right hand coordinates for both Left and Right hands.
/// </summary>
public bool MirrorOffsetsForLeftHand
{
get => _mirrorOffsetsForLeftHand;
set => _mirrorOffsetsForLeftHand = value;
}
/// <summary>
/// Gets and sets the position offset associated with this HandPinchOffset. This is a low-level value which can be set to
/// fundamentally change the behavior of the pinch offset, but this is something only experts should consider trying.
/// </summary>
public Vector3 LocalPositionOffset
{
#if ISDK_OPENXR_HAND
get => _posOffset;
set => _posOffset = value;
#else
get => _localPositionOffset;
set => _localPositionOffset = value;
#endif
}
/// <summary>
/// Gets and sets the rotation offset associated with this HandPinchOffset. This is a low-level value which can be set to
/// fundamentally change the behavior of the pinch offset, but this is something only experts should consider trying.
/// </summary>
public Quaternion RotationOffset
{
#if ISDK_OPENXR_HAND
get => _rotOffset;
set => _rotOffset = value;
#else
get => _rotationOffset;
set => _rotationOffset = value;
#endif
}
#endregion
protected bool _started = false;
private Pose _cachedPose = Pose.identity;
protected virtual void Awake()
{
Hand = _hand as IHand;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Hand, nameof(Hand));
this.AssertField(_handGrabApi, nameof(_handGrabApi));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Hand.WhenHandUpdated += HandleHandUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Hand.WhenHandUpdated -= HandleHandUpdated;
}
}
private void HandleHandUpdated()
{
Vector3 center = _handGrabApi.GetPinchCenter();
if (_collider != null)
{
center = _collider.ClosestPoint(center);
}
Hand.GetRootPose(out Pose rootPose);
Pose pinchPose = new Pose(center, rootPose.rotation);
GetOffset(ref _cachedPose, Hand.Handedness, Hand.Scale);
_cachedPose.Postmultiply(pinchPose);
transform.SetPose(_cachedPose);
}
private void GetOffset(ref Pose pose, Handedness handedness, float scale)
{
if (_mirrorOffsetsForLeftHand && handedness == Handedness.Left)
{
pose.position = HandMirroring.Mirror(LocalPositionOffset * scale);
pose.rotation = HandMirroring.Mirror(RotationOffset);
#if !ISDK_OPENXR_HAND
pose.rotation = pose.rotation * Constants.LeftRootRotation;
#endif
}
else
{
pose.position = LocalPositionOffset * scale;
pose.rotation = RotationOffset;
}
}
#region Inject
/// <summary>
/// Convenience method for adding all required dependencies to a dynamically-instantiated HandPinchOffset, combining
/// <see cref="InjectHand(IHand)"/> and <see cref="InjectHandGrabAPI(HandGrabAPI)"/>.
/// </summary>
public void InjectAllHandPinchOffset(IHand hand,
HandGrabAPI handGrabApi)
{
InjectHand(hand);
InjectHandGrabAPI(handGrabApi);
}
/// <summary>
/// Adds a <see cref="IHand"/> to a dynamically instantiated HandPinchOffset. This method exists to support
/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectHand(IHand hand)
{
Hand = hand;
_hand = hand as UnityEngine.Object;
}
/// <summary>
/// Adds a <see cref="HandGrabAPI"/> to a dynamically instantiated HandPinchOffset. This method exists to support
/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectHandGrabAPI(HandGrabAPI handGrabApi)
{
_handGrabApi = handGrabApi;
}
/// <summary>
/// Adds a Unity Collider to a dynamically instantiated HandPinchOffset. This method exists to support Interaction SDK's
/// dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectOptionalCollider(Collider collider)
{
_collider = collider;
}
#endregion
}
}